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Codex: Tau Empire Fan-Dex Project For The Greater Good Warhammer is a UK registered trademark of Games Workshop Ltd. All contents held within this booklet is the property of Games Workshop. I, as the author of this Fan-Dex, hold no rights to its contents.

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Page 1: Codex: Tau Empireorig02.deviantart.net/f636/f/2012/168/b/4/fan_dex___tau_empire... · Codex: Tau Empire Fan-Dex Project ... Warhammer 40,000 rulebook, with the following exception

Codex: Tau Empire

Fan-Dex Project

For The Greater Good

Warhammer is a UK registered trademark of Games Workshop Ltd. All contents held within this booklet is the property

of Games Workshop. I, as the author of this Fan-Dex, hold no rights to its contents.

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Page 1

Army List Special rules

Tau

All units with this special rule are treated to have the

following abilities

• Are the only units to fill Compulsory Force

Organisation Chart Slots

• Are able to use Markerlight hits

• Non-Vehicle units are affected by the presence of

any Ethereal on the board.

• When assaulted, a Tau non-vehicle unit may make a

single shooting attack before engaging in combat

(They count as having moved).

These shooting attacks are always at -1 BS, regardless of

the Tau’s rank, and only one shot from one weapon

may be fired.

Casualties count towards combat resolution.

Commander

At Least one HQ choice must have this special rule

Independent Character

All models with the Independent Character Universal

Special Rule follows the rules as described in the

Warhammer 40,000 rulebook, with the following

exception.

Models in XV armour may not join units not equipped

with XV armour. Inversely, an Independent character

not equipped with XV armour may not join a unit

equipped with XV armour.

Kor’Ka

If a model with this Special Rule Deep Strikes, it may

choose to Deep Strike directly into an enemy unit.

When they do so, they immediately inflict a single

Strength 5, Power Weapon attack per member of

the Squad. The unit is then locked in combat and is

treated as if it had assaulted the enemy unit in the

players turn.

Disruptors

All shooting from a unit with this special rule causes a

pinning check, unless the firing unit is in open

terrain.

Inspirational figure

Any Tau unit with a model within 24”, and Line of Sight,

is Stubborn

Dreaded Fall

When a model with this rule dies, all units with the Tau

rule on the table must take a leadership test or fall

back. For all subsequent turns after this, all units

with the Tau rule (who were on the table at the

time) fire an additional shot with their weapons.

Heavy Weapons are unaffected

The Ethereal’s model is left on the board, and counts as

another objective.

Battlefield Sermons

Any Tau unit with a model within 12”, and Line of Sight,

is Stubborn

Feared Death

When a model with this rule dies, all units with the Tau

rule within 18" must take a leadership test or fall

back.

The Ethereal’s model is left on the board, and counts as

another objective, in objective games.

Guardsmen

Any Imperial Player units (IG, SM, BA, SW, DA, BT, Witch

Hunters, Daemon Hunters), gain the Preferred

Enemy special rule when in combat against a squad

with this special rule.

Deep Infiltration

A unit with this special rule is always held in Reserve.

Before the game starts, after deployment, select a

single piece of terrain in the enemy deployment

zone, and make a note of it. Keep it secret from your

opponent. It cannot be occupied by an enemy unit.

When the unit becomes available, they are

automatically deployed at the piece of terrain.

If an enemy unit occupies the terrain feature when the

unit is deployed, they are considered to have

“disappeared” within the terrain, and are removed

from the table. However, the Deep Infiltrating unit

takes an Instant Death causing wound on each

model, with saves allowed.

However, if the enemy deploys his forces into all terrain

features in their own deployment zone, the unit with

this rule follows the normal rules for Infiltrating.

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Page 2

Ambush

Gun Drones are so incredibly quite that they can bypass

enemy lines without so much as disturbing dust.

A unit of Gun Drones arriving via “Ambush” must be

declared to the opponent during set-up, and will

always be kept in reserve.

When the unit becomes available, set the squad up

anywhere on the board, within 6” of a terrain

feature, and further then 6” from an Enemy unit

They may Shoot and Run as normal, but may not move

or Assault on the turn they arrive.

Supersonic

A model with this rule may move Flat-out 36”.

Interceptor

Skimmers cannot claim the cover save granted due to

moving Flat-out against shots fired by a model with

this rule.

Similarly, Bikes and Jetbikes cannot claim the cover save

gained due to Turbo-boosting.

Advanced Targeting

A model with this rule, unless it moved Flat-out, may

always fire all its weapons.

Skilled Flyers

Vespid can choose to count as either Jump Infantry, or

Jet Pack Jump Infantry.

This choice must be made clear to the opponent, before

any moves are made.

Kroot

This is treated as the following Special rules

• Move through Cover

• Acute Senses

• Infiltrate

• Are always considered to have two close combat

weapons

Master Shaper

• Kroot Kindreds may now fill compulsory FOC slots.

(This supersedes the Tau special rule)

• All close combat attacks made by the Master Shaper

are Rending

• Multiples of each Kindred may be selected, and are

reassigned to other Force Organisation Chart Slots as

follows:

Hunters - Troops

Stalkers - Elites

Headhunters - Elites

Trackers - Fast Attack

Hound Packs - Fast Attack

Vultures - Fast Attack

Shaman Power

The Shaman is treated as a Psyker, and he has the

following powers. They may only be used on Kroot

units

Instinct

The Shaman Triggers an almost animal instinct for

survival in the Kroot.

They have a 4+ Invulnerable Save in close combat

Eagle Eyes

With precise movements and psychic focus, the Shaman

awakens the natural hunting avian ability, increasing

the Kroots vision.

In the shooting phase, the squad always rolls to hit on a

3+

Solo Elite

Predator Kroot Kindreds are a rare site to see on the

battlefield, even among a Kroot Warband. Only one

squad of Predator Kindred may be used, ever,

regardless of scenario special rules.

Each member Predator Kroot Kindred is also treated as

a one man unit, as they take pride in their craft, and

prefer not to be accused of copying each other.

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Page 3

Wargear Infantry class Weapons

Pulse Weapons

Pulse Weapons are the basic equipment given to Fire

Warriors. Using an Induction Field to propel a particle,

which reacts by breaking down, to create a plasma pulse

as it leaves the barrel.

The newly invented Carbine Grenade allows squads to target

larger, and grouped together units. It relies more on the

strength of the blast, then the armour penetration. (A

pulse Carbine may be fired in either mode, but never both

in the same shooting phase)

Weapon Range Str AP Type

Pulse Pistol 12” 5 5 Pistol

Pulse Rifle 30” 5 5 Heavy 2

Pulse Carbine 18” 5 5 Assault 2

Carbine Grenade 12” 5 - Assault 1,

Pinning, Blast

Rail Rifle

A Rail Rifle uses similar technology as to the Railgun.

Weapon Range Str AP Type

Rail Rifle 36” 6 3 Heavy 1,

Sniper

Las-Weapons

Las-Weapons are common to former Imperial worlds. Easy to

build and maintain, they are only ever used by Tau guard.

Weapon Range Str AP Type

Laspistol 12” 3 - Pistol

Lasgun 24” 3 - Rapid Fire

Kroot Weapons

Kroot use primitive slug throwers. Being highly skilled, they

can also use a rifle in combat. The Hunting Rifle has a

higher strength round. The Chem Rifle has slugs which

contained highly volatile poisons and chemicals

Weapon Range Str AP Type

Kroot Pistol 12” 4 6 Pistol

Kroot rifle 24” 4 6 Rapid fire

Kroot

Shotgun 18” 4 - Assault 2

Kroot Gun 48” 7 3 Heavy 2

12” 7 3 Assault 1

Hunting

Rifle 36” X 6 Heavy 1, Sniper

Chem Rifle 18” 3 5 Assault 1,

Poisoned (5+)

The Kroot Gun has two profiles. When stationary, it may

fire two shots up to 48”, when moving it may only fire

one shot up to 12”.

Neutron Blaster

A Neutron Blaster is a hybrid of both Tau and Vespid

technology. A small crystal mounted at the guns tip,

creates a Neutron blast when fired

Weapon Range Str AP Type

Neutron Blaster 18” 5 3 Assault 2

Neutron Rifle

I modified Nuetron Blaster, often rebuilt by the Vespid who

owns it. It is almost identical to the Blaster, but has

increased range, and induces a faster transference of

energy when a shot hits.

Weapon Range Str AP Type

Neutron Rifle 24” 6 3 Assault 2

Drones Drones used in units, always have the same Toughness and Save as the model they follow (Shown by using X as a value)

This does not apply to the Gun Drone and Heavy gun Drone squadrons which are independent of a Drone Controller,

and so will have their own Toughness and Save values.

Drone Controller

Allows the user to control up to two Drones (of any type)

If the controller is killed, any, and all, remaining drones must

be taken off as casualties also.

Gun Drone

WS BS S T W I A Ld Sv

Gun-Drone 2 2 3 X 1 4 1 7 X

Is equipped with Twin-linked Pulse Carbines

Shield Drone

WS BS S T W I A Ld Sv

Shield Drone 2 - 3 X 1 4 1 7 X

Has, and confers, a 4+ invulnerable save

This save is conferred to the whole unit, including any

Independent characters that join it.

Marker Drone

WS BS S T W I A Ld Sv

Marker Drone 2 3 3 X 1 4 1 7 X

Is equipped with a Markerlight, and Target Lock

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Page 4

Battlesuit class Weapons

Dual Point Weapons

Some weapons have the “Dual Point” weapon type, and are usually only equipped to XV Battlesuits. This means they require two

points to connect to the Battlesuit, and use much more power to fire.

A model with a Dual Point weapon may not fire any other weapons in the same turn, but is otherwise unaffected.

Burst Cannon

Burst Cannon utilises plasma induction technology, similarly

found in Pulse weapons. It is a multi-barrel weapon, allowing

it to sustain high rates of firepower.

Weapon Range Str AP Type

Burst Cannon 18” 5 5 Assault 4

Firestorm Cannons

This is a pair of specially modified Burst cannons.

Weapon Range Str AP Type

Firestorm

Cannon 24” 5 5 Assault 10

Tau Flamer

The humble Flamer is extremely useful against tightly packed

and low-armoured opponents.

Weapon Range Str AP Type

Tau Flamer Template 5 5 Assault 1

Ion Disruptor

Using a stable Ion radiation source, the Ion Disruptor can get

through nearly all armour.

Weapon Range Str AP Type

Ion Disruptor 36” 6 3

Assault 3,

Rending, Dual

Point

Ion Blaster

The Ion Blaster has a lower power level, compared to the

Disruptor. It does however maintain a slightly higher rate of

fire.

Weapon Range Str AP Type

Ion Blaster 24” 5 3 Assault 4

Helios Rifle

The Helios Rifle is a much larger variant of the Fusion Blaster.

It is designed for greater range and rate of fire; however it

cannot be combined with smaller weapons due to its

incredible energy consumption.

Weapon Range Str AP Type

Helios Blaster 24” 8 1

Assault 3,

Melta, Dual

Point

Fusion Blaster

The primary role of the Fusion Blaster is Anti-Tank. No small

wonder that Crisis teams devoted to Tank-Hunting have

become true adepts at stalking enemy armour.

Weapon Range Str AP Type

Fusion Blaster 12” 8 1 Assault 1,

Melta

Plasma Rifle

Foregoing the raw stopping power that the Gue’la and other

races use with their plasma technology, The Tau have made

this technology safe, but still quite as deadly.

Weapon Range Str AP Type

Plasma Rifle 24” 6 2 Assault 2

Smart Missile System

Smart Missile Systems do not require Line of Sight to target.

The target does however still receive cover saves. It is also

unaffected by Night Fighting

Weapon Range Str AP Type

Smart Missile 24” 5 5 Heavy 4

Missile Pods

Missile Pods are primarily used to take out lightly armour

vehicles, or medium armour troops.

Weapon Range Str AP Type

Missile Pods 36” 7 4 Assault 2

Deathrain Pods

Deathrain Pods are larger cousins of the Missile Pod. Able to

fire a larger salvo, they can be quite fearsome to those at the

receiving end.

Weapon Range Str AP Type

Deathrain

Pods 36” 6 4

Assault 4,

Blast, Pinning

Broadside Railgun

Weapon Range Str AP Type

Railgun 60” 10 1 Heavy 1, Dual

Point

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Page 5

Plasma Lance

The Plasma Lance is an astonishing piece of Wargear. When

aimed correctly, it can pierce enemy armour like tissue paper.

Weapon Range Str AP Type

Plasma Lance 48” 7 3 Assault 2,

Dual Point

When rolling to hit with this weapon if a roll of 6 is scored,

the weapon counts as a Lance Weapon.

Tank-hunter Rifle

If the Railgun is equivalent to a Pulse Rifle, the Tank-

Hunter Rifle would be equivalent to a Pulse Carbine. It

sacrifices range and penetration power, for a higher

rate of fire. It is often carried onto the battlefield by

trusted Broadside Shas’Vre, or more Mont’ka focussed

Commanders.

Weapon Range Str AP Type

Tank-Hunter

Rifle 36” 9 2 Heavy 3

Wapr-rift Generator

The Warp-Rift Generator is the result of the Tau experiments

with Warp Travel. They discovered that the smaller the

opening created, the easier it became to send a subject

through.

Weapon Range Str AP Type

Warp-Rift

Generator 18” 8 5

Assault 1,

Blast, Pinning,

Dual Point

Hits caused by a Warp-Rift Generator roll to wound against

the targets Ld, and only invulnerable saves may be. Thus the

AP negates invulnerable saves 5+ or worse. If a model has no

invulnerable save to take, they are removed from the table

automatically.

As Tau are not psychically inclined, the Blast scatters the full

2D6” distance.

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Page 6

Kindreds “Kindreds” is the name given to the sects of Kroot warbands, who specialise in different fields of combat and hunting.

Trackers

All upgraded members of the unit become Cavalry

Stalkers

All members of the unit replace their Stealth USR, with the

Stalker special rule.

Stalker – models gain +2 to their cover save, when in cover.

Hunters

All Kroot members of the unit replace their Kroot Rifle (Or

Kroot Shotgun), with a Kroot Hunting rifle.

The Shaper also has a Hunting Rifle, but still may still replace

it with a Pulse Rifle or Carbine.

Headhunters

All Members of the unit gain the “Poisoned Weapons” (4+)

special rule when in close combat

Hound Pack

All Kroot, except the Shaper, are replaced by Hounds.

The max number of additional Hounds is now 20.

Regular Kroot may not be added to the unit.

Vultures

All members of the unit are equipped with Wings, and

become Jump Infantry.

Armour Note, some armour types change a model’s Stats, Unit Type, and confer different Special rules (for example, additional

wounds). Statline and Special rules changes only apply to models taking the armour as a replacement.

XV25 Stealth Armour

Confers a 3+ Armour save

Grants the Relentless, Acute Senses, Deep Strike and Stealth

USRs

XV25 Stealth Armour increases the wearers Toughness

characteristic by 1. Note that this increase does not affect

the models Toughness for the purposes of Instant Death.

It also increases the model’s Strength to 4

The model becomes Jet Pack Jump Infantry

Any roll to hit (Shooting) of 6, causes Pinning.

XV3 Stealth Suit

Confers a 3+ Armour save

Grants the Relentless, Acute Senses, Deep Strike, and Stealth

USRs

Makes the wearer Toughness 4, and Strength 4

The model becomes Jet Pack Jump Infantry

Any roll to hit (Shooting) of 5+, causes Pinning.

Shas Armour

Confers a 4+ Armour Save

Exoskeletal Armour

Confers a 5+ Armour Save

Kroot Armour

Confers a 6+ Armour Save

XV8 Crisis Suit

Confers a 3+ Armour save

Grants the Relentless, Acute Senses, and Deep Strike USRs

Makes the wearer Toughness 4, and makes them Strength 5.

The model becomes Jet Pack Jump Infantry, and gains an

additional Wound

- A model in XV8 armour may always fire two weapons.

When firing two same weapons, they count as twin-linked

- All models with XV8 armour may fire independently from

the rest of their squad.

XV9 Hazard Suit

Confers a 3+ Armour save

Grants the Relentless, Acute Senses, Fearless, Hit & Run, and

Deep Strike USRs

Makes the wearer Toughness 5, and Strength 5

The model becomes Jet Pack Jump Infantry, and gains an

additional Wound

A model in XV9 armour may fire both pairs of weapons, at

independent targets, and ignores the Dual Point weapon

type.

XV88 Broadside Suit

Confers a 2+ Armour save

Grants the Acute Senses, and Slow and Purposeful USRs

Makes the wearer Toughness 5, but is considered Toughness

4 against Strength 8 or higher weapons

It also makes the model Strength 5

- A model in XV88 armour may only ever fire one weapon.

- If it doesn’t fire its Railgun, then it may make a D6” assault

move

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Page 7

Vehicle Wargear

Destroyer Railgun

A new variant of the Railgun technology, designed specifically

to take out the most heavily armour Tanks, or biggest

Tyranids.

Weapon Range Str AP Type

Destroyer Shot 72” X 1 Heavy 1

The Destroyer Railgun automatically penetrates all vehicles.

Monstrous Creatures, or Targets with a Toughness 6 or

higher, take D3 Wounds, and lose the same number of

Attacks (To a minimum of 1).

Aurora cannon

A new variant of the Ion cannon. Its ability to eradicate a

wide area in a brilliant flash of light makes it a highly sort

after weapon by Tau Commanders

Weapon Range Str AP Type

Aurora Cannon 72” 7 2

Ordnance 2,

Large Blast,

Rending

Ion Cannon

An Ion Cannon is always mounted on a Hammerhead. It

creates a stream of highly charged particles, accelerated

with electromagnetic fields. It reacts explosively on

contact with anything, due to the high rate of energy

transfer.

Weapon Range Str AP Type

Ion Cannon 60” 7 3 Heavy 3,

Rending

Disruption Pod

Confers a 4+ Cover save, unless the enemy unit is within 12”

Shield Array

Confers a 5+ invulnerable save, unless the enemy unit is

within 6”

Railgun

The Railgun mounted on a Hammerhead can use both modes

of firing.

Weapon Range Str AP Type

Solid-Shot 72” 10 1 Ordnance 1

Submunition 72” 6 4 Heavy 1,

Large Blast

Seeker Missile Rack

A Seeker Missile Rack holds 6 Seeker Missiles. Each Seeker

missile may be fired at a single target marked by a

Markerlight. A max of 4 Seeker Missiles may be launched

per turn, and 2 missiles are “reloaded” every turn.

Seeker Missiles

They are fired when a model with a Markerlight calls for one.

They are fired at BS 5. They ignore cover saves, but when

determining which side of a vehicle has been hit, make a

line from the carrier, to the target.

Weapon Range Str AP Type

Seeker

Missile Unlimited 8 3 Heavy 1

Markerlight Array

The vehicle has two Markerlights that can be fired

independently of each other. They are Defensive

Weapons.

Multi-Tracker

The vehicle counts as a Fast Vehicle in the Shooting Phase

Ablative Armour

-1 to enemy Penetration rolls.

Melta Weapons only lose the extra D6 for Armour

Penetration.

Sensor Spines

The Vehicle treats all terrain, except impassable terrain, as

open ground.

Target Lock

Allows all the weapons on a Vehicle (including any Drones) to

fire independently of each other

Targeting Array

Increases the BS of the vehicle by +1. This does not affect

weapons carried by drones.

Atmospheric Re-entry Shielding

Melta weapon don’t gain the extra D6 armour

penetration when shooting at a model equipped

with this wargear.

Niccassar Pilot

Clearly not a piece of Wargear, the Niccassar Pilots that

volunteer for service in the Fire Caste are often young and

“Hot-Blooded”.

The Vehicles BS is reduced to 1, but the vehicle ignores Crew

Shaken and Stunned results, and gains the Fast Vehicle

type (If it wasn’t already).

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Page 8

Combat Wargear

Staff of Tau’va

Adds +2 strength to the Ethereal’s attacks, in the first round

of combat. Is a Two-Handed Weapon

Symbols of Office

Counts as two Close Combat weapons.

Staff of Pech

A Ceremonial Stave that the Master Shaper must carry with

him as a Symbol of his rank. The Master Shaper is extremely

proficient with its use. He can even deflect the deadliest of

blows with it.

It is treated as a Two-Handed Power Weapon, and also grants

him a 5+ Invulnerable Save.

Shaman Staff

This is a Two-Handed Witchblade that confers a 5+

invulnerable save onto the wielder.

Hunting stave

This is a Two-handed Close Combat Weapon that confers +1

Attack, and re-rolls failed to hit rolls in combat.

EMP Grenades

Used only against vehicles.

After rolling to see if the grenade hits, roll again to determine

its effects.

D6 Result Effect

1-3 None

4-5 Inflicts a glancing hit

6 Inflicts a Penetrating hit

Defensive and Offensive Grenades

Use the rules as described in the Warhammer 40k Rulebook

Close Combat Weapons

Use the rules as described in the Warhammer 40k Rulebook

Claws

Counts as a single Close Combat Weapon with the Rending

Special Rule

Poisoned Blades

In Close Combat, the wielder has Poisoned (5+) attacks.

Jump Pack

Makes the model Jet-pack Jump Infantry

Pathfinder Jet-bike

Used the rules for Jet-bikes as described in the Warhammer

40k Rulebook

Is equipped with Twin-linked Pulse Carbines

Communion Helm

So long as the Strain Leader is alive, the squad may use

Markerlight hits, as if it had the Tau Special Rule.

Advanced Targeting Scopes

See entry (Honour guard) for details

Target Lock

Allows an individual in a squad to fire independently from the

rest of the squad

Stealth Field generator

Any unit firing at this unit must roll a spotting distance, same

as the Night Fighting rules.

This effect can be negated by the Acute Senses/Night Vision

universal special rule.

Shield Generator

Confers a 4+ Invulnerable Save to the Wielder

Ulysses Shield

Confers a 4+ Invulnerable Save to the Wielder, and members

of their unit, including Drones

Personal shield

Confers a 5+ invulnerable save

Strike Beacon

Any unit Deep Striking within 12”, and Line of Sight, doesn’t

roll for scatter.

Position Relay

From the second turn onwards, as long as the bearer is on

the table at the beginning of the turn, a single unit may be

deployed on a D6 of 2+, though no other units in reserve

may be deployed this turn.

Vectored-Retro Thrusters

Confers the Hit & Run special rule

Iridium Armour

Confers a 2+ Armour Save, but makes the wearer heavier.

The wearer must always make a Slow and Purposeful move,

should it wish to move at all.

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Page 9

Special characters

Mirage commander Swiftwind Special Rules

Relentless, Acute Senses, Tau, 4+ Invulnerable Save, Stealth,

Infiltrators, Hit & Run, Commander, and Independent

Character

Stealth Cadre

Up to three units in the army (Chosen from the following:

Ethereal and Honour Guard, Fire Warrior Teams, Gun

Drone Squadrons, Pathfinder Teams, and Piranha

Squadrons) must be upgraded to the Stealth Cadre for

15pts per model which grants the units Stealth field

Generators, and confers the Stealth and Infiltrator

Universal Special Rules.

Wargear

- Twister Cannon

Weapon Range Str AP Type

Twister Cannon 36” 6 4 Assault 5,

Dual Point

- XV38 Hurricane Stealth suit

Follows all the normal rules for XV3 Stealth Suits, with the

following changes;

The model is additionally equipped with a Stealth Field

Generator and also confers the Infiltrators and Hit & Run

Universal Special rules.

Commander Shadowsun Special Rules

Commander, Relentless, Acute Senses, 4+ Invulnerable Save,

Deep Strike

- Strike of Falling Fire

When O’Shaserra Deep Strikes, she may an additional

shooting attack at a single target within 12” of her final

Deep Strike position

Wargear

- Command-Link Drone

Follows the rules or Drones, as described on page 3

Any, and all, Tau units on the Table may re-roll any failed

tests that use the Leadership Characteristic

Wargear (Continued)

- XV35 Battlesuit

After extensive field testing, and many modifications,

O’Shaserra’s Stealthsuit was put into mass production as

the XV3. Shadowsun was then granted a specially

modified Battlesuit, with both an Integrated Shield

Generator, and a Stealth Field Generator.

She has an improved Toughness value. Note that this increase

does not affect her Toughness for the purposes of Instant

Death.

She may always fire both of her Fusion Blasters, and may

target two different units, but only one target may benefit

from Markerlight Hits

Aun’Va Aun’Va Special Rules & Wargear

- High Ethereal of the Tau’Va

So long as Aun’Va is alive, All Tau units on the Battlefield gain

the Fearless Special Rule.

- Non-Combatant

Aun’Va never fights in combat, but may be hit himself

- Ultimate Price of Failure

Should Aun’Va be removed from the table as a casualty,

every Tau unit on the table at the beginning of the turn,

must take a Leadership Check. Any unit whom had Line of

Sight to Aun’Va, has -2 to their Leadership for this check.

After this, all units with the Tau rule may fire three additional

shots with their weapons. Weapons mounted on vehicles

are unaffected.

- Paradox of Duality

The Paradox of Duality contains a truly remarkable, ancient,

and incalculably powerful device.

It increases the Toughness of the entire Squad by 2. Note that

this increase does not affect the models Toughness for

the purposes of Instant Death.

It also distorts the light around the unit, adding +1 to any

cover save the squad gains. (in open ground they have a

6+ Cover Save)

- Seat of the Council

This circular platform has enough space to carry Aun’Va, and

his Guard around the battlefield, at incredible speed.

The unit may move 18” in the Movement phase, but may not

do anything in the shooting phase, or charge into combat.

It also has an Integrated Shield Generator

Ethereal Guard Special Rules & Wargear

- Lightning Halberds

These are weapons that can smash an opponent’s body

beyond recognition.

In the first Round of Combat, the Ethereal Guard gain +2 to

their Strength.

The Halberds also negate armour saves of 4+ or worse,

similarly to ranged weapons with AP 4.

- Counter-Attack

- Protectors

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Kais Special rules

Tau, Independent Character

Pathfinder Force

A second unit of Fire Warriors may be upgraded to

Pathfinders

Unswerving Loyalty

Kais, and any unit he leads, automatically pass any Morale

Checks.

Divine Destiny

Whilst Kais is part of a unit, he may re-allocate a single

wound onto another Fire Warrior/Pathfinder, showing

Kais dodging the shot, or the warrior selflessly sacrificing

himself for the Greater Good

Wargear

Modified Rail Rifle

Kais has modified his own Rail Rifle to be lighter and more

streamlined. It has the following profile

Weapon Range Str AP Type

Rail Rifle 30” 6 3

Assault 2,

Rending,

Pinning

Broadside commander Strongsword Special Rules

Commander, Acute Senses, Tau, 4+ Invulnerable Save, Hit &

Run, Independent Character

Wargear

- 02 Broadside Railgun

This variant of the Broadside Railgun has the Following

profiles, chosen when declaring shooting.

Weapon Range Str AP Type

Solid shot 72” 10 1 Heavy 1, Dual

Point

Submunition 36” 6 4 Assault 1, Blast,

Dual Point

Aun’Shi Special rules

Tau, Commander, Dread Fall, 4+ Invulnerable Save

Inspirational Figure

Aun’shi follows the same rules for Inspirational Presence,

with the following addition:

If Aun’Shi joins a unit, they gain +1 Attack and +1 Initiative in

combat, to show them hurling themselves at the enemy in

total confidence of victory.

Blade Master

After the opponent has made his “To Hit” rolls, Aun’shi may

sacrifice any number of his attacks to Parry any hits

scored.

Aun’Shi has the Rending universal special rule in close

combat.

Wargear

Hard-Wired Shield Generator

A smaller version of a Battlesuits Shield Generator, It confers

a 4+ Invulnerable save.

Aun’Nan

A masterfully crafted Staff of Tau’va, it adds +2 to Aun’Shi’s

Attacks in the first round of combat, and is a two-handed

weapon.

Aun’shi has carried this Stave into many a battle, and has

learned how to use it as ranged weapon. It has the

following profile

Weapon Range Str AP Type

Aun’Nan Template 4 6 Assault 1,

Pinning

Designer’s note:- think of Aun’Shi using his stave as a boomerang, it follows

the outer edge of the flamer template. It causes pinning, because not many

races would expect a stave to be flying at their heads at speed.

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Markerlights

Markerlights are hand-held, or barrel-mounted, devices that project a beam of light onto the target. It has the following profile

Range Str AP Type

Markerlight 36” N/A N/A Heavy 1

For each “Hit” scored using a Markerlight, a “Marker Token” is placed next to the target unit. They are expended by subsequent

shooting, and tokens last until the end of the player turn.

When a Tau unit targets a “Marked” enemy unit they may expend tokens to gain each of the following bonuses. The bonuses are

cumulative.

• Call a seeker missile from a vehicle, resolved at BS 5. For

the purposes of Cover, and Armour Facings, make a line

from the vehicle to the target. No Line of Site is required.

• Increase the BS of the Tau unit by +1. This can be done to

a maximum of BS 5

• Reduce the “Marked” units cover save by -1. This can

negate a cover save entirely.

• Reduce the “Marked” units Ld by -1. To a minimum of 5.

• Allow the Tau unit to ignore the Night Fighting rule.

• A single Marker Token may be expended to allowing the

Tau unit to target an Independent Character.

• Units firing Blast or Large Blast weapons at a “marked”

unit may reduce the distance scattered by 1” for each

token expended.

All token expenditure must be declared to the opponent before any dice rolls are made. You may never use a Marker Token to

improve a Markerlight shot.

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Mirage Commander Swiftwind 95pts page WS BS S T W I A Ld Sv

Swiftwind 4 5 4 4 5 4 3 10 3+

Composition Unit Type

- 1 (unique) - Jump Infantry

(Jet Pack)

Wargear

- Long Barrelled Burst Cannon - Shield Generator

- XV38 Hurricane Stealth Suit - Strike Beacon

- Markerlight

Special Rules

- Commander - Tau

- Relentless - Acute Senses

- Independent Character - 4+ Invulnerable Save

- Hit & Run - Stealth

- Infiltrators - Stealth Cadre

Commander Shadowsun 200pts page WS BS S T W I A Ld Sv

Shadowsun 4 6 4 4(5) 5 4 2 10 3+

Command-

Link Drone 2 0 3 4(5) 1 2 1 - 3+

Composition Unit Type

- 1 Shadowsun - Jump Infantry

(unique) (Jet Pack)

Wargear

- Two Fusion Blasters - XV35 Shadowsuit

- Strike Beacon - Command-Link Drone

- Two Shield Drones - Drone Controller

Special Rules

- Commander - Tau

- Relentless - Acute Senses

- Independent Character - 4+ Invulnerable Save

- Deep Strike - Strike of Falling Fire

Aun’va 200pts page WS BS S T W I A Ld Sv

Aun’va 1 3 2 3(5) 3 1 - 10 4+

Ethereal Guard 4 4 3(5) 3(5) 1 3 4 9 4+

Composition Unit Type

- 1 Aun’Va (unique) - Infantry

- 2 Ethereal Guard

Wargear

- Paradox of Duality - Seat of the Council

- Lightning Halbards - Pulse Pistol

- EMP Grenades - Shas Armour

Special Rules

Aun’Va

- High Ethereal of the Tau’Va - Non-Combatant

- Stubborn

Ethereal Guard

- Counter-Attack - Stubborn

Broadside Commander Strongsword

200pts page WS BS S T W I A Ld Sv

Stronsword 3 6 5 4 5 4 2 10 2+

Composition Unit Type

- 1 (unique) - Infantry

Wargear

- 02 Broadside Railgun - Shield Generator

- XV88 Broadside Battlesuit - Strike Beacon

- Vectored-Retro Thrusters - Smart Missile System

Special Rules

- Commander - Tau

- Acute Senses - 4+ Invulnerable save

- Independent Character - Hit & run

HQ

Broadside Cadre

Units of Broadsides, in an army containing Strongsword,

may be taken as Elites choices

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Coalition Commander 150pts page

Cadre Commander 100pts page WS BS S T W I A Ld Sv

Coalition

Commander 4 6 4 4 5 4 2 10 3+

Cadre

Commander 3 5 4 4 3 3 2 10 3+

Composition Unit Type

- 1 Coalition or - Jump Infantry

Cadre Commander (Jet Pack)

Special Rules

- Commander - Relentless

- Acute Senses - Kor’Ka

- Independent Character - 4+ Invulnerable Save

- Deep Strike - Tau

Wargear

- Burst Cannon - Ulysses Shield

- XV3 Stealth Suit - Strike Beacon

Coalition Commander only

- Position Relay

Options

May replace XV3 Stealth Suit with a XV8 Crisis Suit and

second Burst Cannon for 20pts

May take Iridium Armour for 15pts

May take a Drone Controller for free, but must select up to

two Drones from the following list

- Gun Drone 10pts each

- Shield Drone 15pts each

Options (Continued)

May replace a Burst Cannon for

- Tau Flamer free

- Fusion Blaster 10pts

- Plasma Rifle 15pts

- Ion Blaster 20pts

- Helios Blaster 20pts

- Plasma Lance 25pts

- Tank-Hunter Rifle 25pts

- Warp-Rift Generator Rifle 30pts

If wearing XV 8 Armour, may replace one Burst Cannon for

one of the following:

- Firestorm Cannons 10pts

- Twin-Linked Fusion Blaster 15pts

- Helios Blaster 15pts

- Deathrain Pods 20pts

- Twin-Linked Plasma Rifle 25pts

- Ion Disruptor 25pts

- Plasma Lance 35pts

May replace XV3 Battlesuit and Burst Cannon with a XV9

Battlesuit, and two Twin-linked Burst Cannons for 50pts

May replace each Twin-linked Burst Cannon for

- Twin-linked Fusion Blasters 20pts

- Twin-linked Plasma Rifles 25pts

- Twin-Linked Ion Disruptor 25pts

- Twin-linked Helios Blaster 30pts

- Plasma Lance 35pts

Vespid Matriarch 95pts page WS BS S T W I A Ld Sv

Vespid Matriarch 5 5 4 5 3 6 4 10 5+

Vespid Elder 4 4 4 4 2 5 2 9 5+

Composition Unit Type

- 1 - Infantry

Special Rules

- Commander - Deep Strike

- Independent Character - Rending

- Fleet - Skilled Flyers

Options

May be accompanied by up to five Vespid Elder for 30pts per

model (it stops counting as an Independent Character)

Wargear

- Communion Helm - Neutron Rifle

- Claws - Exoskeletal Armour

- Elders have Neutron Blasters - Offensive Grenades

Options (Continued)

May take any of the following:

- Target Lock 5pts

- EMP Grenades 10pts

- Personal Shield 15pts

HQ

Hazard Support

If the Commander is equipped with XV9 Hazard Suit, then

XV9 Hazard Teams count as Scoring units

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AUN’SHI 125pts page WS BS S T W I A Ld Sv

Ethereal

Commander 5 5 3(5) 3 4 5 4 10 4+

Composition Unit Type

- 1 (unique) - Infantry

Wargear

- Aun’Nan - EMP Grenades

- Hard-Wired Shield Generator - Shas Armour

Special Rules

- Commander - Inspirational Figure

- Shas’Aun’Shi - Dreaded Fall

- 4+ Invulnerable Save - Tau

- Blade Master

Ethereal Commander 100pts page

Ethereal 75pts page WS BS S T W I A Ld Sv

Ethereal

Commander 5 5 3 3 4 4 2 10 4+

Ethereal 4 4 3 3 3 4 2 10 4+

Composition Unit Type

- 1 Ethereal or - Infantry

Ethereal Commander

Special Rules

- Commander - Inspirational Figure

- Independent Character - Dreaded Fall

- 5+ Invulnerable Save - Tau

Wargear

- Staff of Tau’va or Symbols of Office

- Pulse Pistol - Personal Shield

- EMP Grenades - Shas Armour

Options

May replace Pulse Pistol with

- a Pulse Rifle free

- A Pulse Carbine and Networked Marklerlight 5pts

May take a Drone Controller for free, but must select up to

two Drones from the following list

- Gun Drone 10pts each

- Shield Drone 15pts each

- Marker Drone 30pts each

May take one of the Following

- Pathfinder Jet-bike 15pts

- Jump Pack 25pts

Or replace his Shas Armour and Pulse Pistol with an XV3

Stealth Suit and Burst Cannon 35pts

Kroot Master Shaper 95pts page WS BS S T W I A Ld Sv

Master Shaper 6 4 5 4 3 5 4 10 6+

Composition Unit Type

- 1 - Infantry

Special Rules

- Master Shaper - Commander

- Independent Character - Stealth

- Kroot - 5+ Invulnerable Save

Wargear

- Kroot Hunting Rifle - Staff of Pech

- Defensive Grenades - Kroot Pistol

- Offensive Grenades - Kroot Armour

Options

May replace Kroot rifle and/or Pistol with

- Pulse Pistol free

- Pulse Rifle, Pulse Carbine 5pts

May replace their Kroot Armour for Exoskeletal armour for

15pts

May take a Retinue of Kroot, chosen the same as a Kroot

Kindred. They must be of the same Kindred as the Master

Shaper.

Kindreds

The Master Shaper may become a master of one of the

following Kindreds:

- Trackers 5pts

- Stalkers 10pts

- Hunters 10pts

- Headhunters 15pts

- Vultures 20pts

HQ

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Command Team 30pts page You may include one Command Team for every Coalition Commander, Cadre Commander or XV3 equipped Ethereal and Ethereal

Commander’s in your Army. This does not count towards your HQ allowance.

WS BS S T W I A Ld Sv

Battle Noble 3 5 4 4 2 3 2 8 3+

Composition Unit Type

- 3 Battle Nobles - Jump Infantry

(Jet Pack)

Special Rules

- Relentless - Acute Senses

- Kor’Ka - Tau

- 4+ Invulnerable Save - Deep Strike

Wargear

- Burst Cannon - Target Lock

Detachments

- The squad may take a single detachment.

Options

The squad may be increased with up to 3 Battle Nobles for

45pts per model

Any member of the squad may take Deathrain Pods for 20pts

(Unless they have XV9 Battlesuit Armour)

Options (Continued)

The unit must be upgraded to the same armour type as the

commander they follow:

- XV3 Stealth Suit 20pts per model

- XV8 Crisis Suit (& 2nd

Burst Cannon) 25pts per model

- XV9 Hazard Suit (Replacing Burst Cannon with two Twin-

linked Burst Cannons) 35pts per model

Any member of the squad may replace a Burst Cannon for

- Fusion Blaster 10pts

- Ion Blaster 15pts

- Plasma Rifle 15pts

- Helios Blaster 15pts

Any member of the squad may take a Drone Controller for

free, but must select up to two Drones from the following

list

- Gun Drone 10pts each

- Shield Drone 15pts each

- Marker Drone 30pts each

If the Commander has taken a XV9 Hazard Suit, the Battle

Nobles may replace each Twin-linked Burst Cannon for

- Twin-linked Fusion Blasters 20pts

- Twin-linked Plasma Rifles 25pts

- Twin-linked Helios Blaster 25pts

Honour Guard 60pts page You may include one Ethereal Honour Guard for every Ethereal Commander or Ethereal in your Army. You may also take one if

Aun’Shi is taken. This does not count towards your HQ allowance.

WS BS S T W I A Ld Sv

Honour

Guard 3 4 3 3 2 3 2 9 4+

Composition Unit Type

- 3 Honour Guard - Infantry

Special Rules

- Tau - Protectors

Wargear

- Pulse Rifle - EMP Grenades

- Pulse Pistol - Shas Armour

Options

May add up to nine Honour Guard for 15pts per model

Any Honour Guard may replace their Pulse Rifle with a Pulse

Carbine and Marklerlight for 5pts per model

Options (Continued)

Any member of the squad may take a Drone Controller for

free, but must select up to two Drones from the following list

- Gun Drone 10pts each

- Shield Drone 15pts each

- Marker Drone 30pts each

The whole squad may be upgraded to have either a Jump

Pack for 40pts, or the Pathfinder Jet-bike for 50pts

Detachments

- The squad may take a single detachment.

Dedicated Transport

- May take a Devilfish

Bodyguards

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XV8 Crisis Team 45pts page WS BS S T W I A Ld Sv

XV8 Shas’Vre 3 4 5 4 2 3 2 9 3+

XV8 Shas’Ui 3 3 5 4 2 3 2 8 3+

Composition Unit Type

- 1 Shas’Vre - Jump Infantry

(Jet Pack)

Special Rules

- Relentless - Acute Senses

- Deep Strike - Tau

Wargear

- Two Flamers - XV8 Crisis Suit

Detachments

- The squad may take a single detachment.

Options

May add up to 2 Shas’Ui for 30pts per model

A single Shas’Ui in the army may be equipped with a Failsafe

Detonator for 10pts

Options (continued)

Any member of the squad may take a Drone Controller for

free, but must select up to two Drones from the following

list

- Gun Drone 10pts each

- Shield Drone 15pts each

- Marker Drone 30pts each

Any member of the squad may replace each Flamer for

- Burst Cannon 5pts

- Fusion Blaster 10pts

- Missile Pod 10pts

- Plasma Rifle 15pts

Any member of the squad may take one of the following:

- Shield Generator 20pts

- Deathrain Pods 20pts

XV25 Stealth Team 70pts page WS BS S T W I A Ld Sv

XV25 Shas’Vre 2 4 4 3(4) 1 3 2 9 3+

XV25 Shas’Ui 2 3 4 3(4) 1 3 2 8 3+

Composition Unit Type

- 1 Shas’Vre - Jump Infantry

- 2 Shas’Ui (Jet Pack)

Special Rules

- Relentless - Acute Senses

- Deep Strike - Stealth

- Tau

Wargear

- Burst Cannon - XV25 Stealth Armour

- Stealth Field Generator

Options

May add up to 3 Shas’Ui for 20pts per model

Any member of the squad may take a Drone Controller for

free, but must select up to two Drones from the following

list

- Gun Drone 10pts each

- Shield Drone 15pts each

- Marker Drone 30pts each

One model, in every three, may replace their Burst Cannon

for

- Fusion Blaster 10pts

- Plasma Rifle 20pts

Detachments

- The squad may take a single detachment.

Elites

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Disruptors 70pts page WS BS S T W I A Ld Sv

Disruptors 3 4 4 4 2 3 2 9 4+

Composition Unit Type

- 2 Disruptors - Infantry

Special Rules

- Tau - Stealth

- Deep Infiltration - Disruptors

Wargear

- Pulse Rifle - Shas Armour

- Markerlight - Offensive Grenades

- Defensive Grenades

Dedicated Transport

- May take a Devilfish

Options

May add up to eight Disruptors for 35pts per model

Any model in the unit may replace their Pulse Rifle, for a

Pulse Carbine, for free

Detachments

- The squad must contain at least 5 Disruptors before it can

take a detachment.

Once this is fulfilled, it may take up to three Sniper Drone

Teams

Predator Kindred 150pts page WS BS S T W I A Ld Sv

Predator 5 3 5 4 2 5 3 9 5+

Composition Unit Type

- 5 Predators - Infantry

Special Rules

- Stealth - Kroot

- Solo Elite - Hit & run

Wargear

- Chem Rifle - Defensive Grenades

- Poisoned Blades - Offensive Grenades

- Exoskeletal Armour

Shaman Kindred 120pts page

You must have a Master Shaper HQ Choice before you may take a Shaman Kindred

WS BS S T W I A Ld Sv

Shaman 5 4 5 3 2 4 3 10 6+

Shaman Guard 5 3 5 3 2 5 3 9 6+

Hound 5 - 5 3 1 5 3 7 -

Composition Unit Type

- 1 Shaman - Infantry

- 5 Shaman Guards

Special Rules

- Stealth - Kroot

Shaman only

- Shaman Power - 5+ Invulnerable Save

Wargear

- Kroot Shotgun - Kroot Pistol

- Defensive Grenades - Kroot Armour

- Offensive Grenades

Shaman Only

- Shaman Staff

Options

May add up to 10 Shaman Guard for 9pts per model

May add up to 10 Hounds for 6pts per model

Any Shaman Guard may replace their Kroot Shotgun with one

of the following:

- Kroot Hunting Rifle 5pts per model

- Hunting Stave 10pts per model

Kindreds

The shaman Kindred may be upgraded to have the abilities of

one of the following Kindreds:

- Trackers 1pt per Model

- Stalkers 2pts per Model

- Hunters 2pts per Model

- Headhunters 3pts per Model

- Vultures 4pts per Model

Elites

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Fire Warrior Team 85pts page WS BS S T W I A Ld Sv

Shas’Ui 2 4 3 3 1 2 1 9 4+

Shas’La 2 3 3 3 1 2 1 8 4+

Composition Unit Type

- 1 Shas’Ui - Infantry

- 5 Shas’La

Special Rules

- Tau

Wargear

- Pulse Rifle - EMP Grenades

- Pulse Pistol - Shas Armour

Detachments

- The squad may take a single detachment.

Dedicated Transport

- May take a Devilfish

Options

Any model in the unit may replace their Pulse Rifle, for a

Pulse Carbine, for free

May add up to 6 Shas’La for 11pts per model

Options (Continued)

The Shas’Ui may take a Drone Controller for free, but must

select up to two Drones from the following list

- Gun Drone 10pts each

- Shield Drone 25pts each

- Marker Drone 30pts each

Up to two models equipped with Pulse carbines may be

equipped with Carbine Grenades for 20pts per model.

If the squad has a total of 12, up to two Shas’La may replace

their Pulse Rifle and Pulse Pistol with a Rail Rifle and Target

Lock for 10pts per model

A single squad in the Army may be upgraded to Pathfinders

for 5pts per model. They replace their Pulse Rifle and Pulse

Pistol for a Pulse Carbine and Markerlight. They gain the

Scout, Pinning, and Infiltrators Special rule

If the squad numbers 6 or more, up to two Shas’La may

replace their Pulse Carbine and Markerlight with a Rail Rifle

and Target Lock for 10pts per model

Kroot Kindred Squad 100pts page WS BS S T W I A Ld Sv

Shaper 5 3 5 3 2 5 3 9 6+

Kroot 4 3 4 3 1 4 2 7 6+

Hound 5 - 5 3 1 5 3 7 -

Composition Unit Type

- 1 Shaper - Infantry

- 9 Kroot

Special Rules

- Stealth - Kroot

Wargear

- Kroot Rifle - Defensive Grenades

- Kroot Pistol - Offensive Grenades

- Kroot Armour

Hounds are only ever counted to have a single close combat

weapon.

Options

May add up to 20 Kroot for 7pts per model

May add up to 10 Hounds for 6pts per model

The Shaper may replace their Kroot rifle with one of the

following:

- Pulse Rifle, Pulse Carbine 5pts

- Kroot Hunting Rifle 15pts

- Hunting Stave 20pts

Kindreds

Each Kroot Kindred Squad may take one of the following

upgrades. But only one of each kindred may be used

- Trackers 15pts

- Stalkers 20pts

- Hunters 20pts

- Headhunters 35pts

- Hound Pack 35pts

- Vultures 45pts

- Shapers 100pts

Troops

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Gue’Vesa Team 65pts page WS BS S T W I A Ld Sv

Gue’Vesa’Ui 3 3 3 3 1 3 2 9 4+

Gue’Vesa’La 3 3 3 3 1 3 1 8 4+

Composition Unit Type

- 1 Gue’Vesa’Ui - Infantry

- 9 Gue’Vesa’La

Special Rules

- Guardsmen

Wargear

- Lasgun - Defensive Grenades

- Sergeant has a Laspistol - Offensive Grenades

- Shas Armour

Options

The Guard Sergeant may replace their Laspistol and/or their

Lasgun for

- Close Combat Weapon free

- Pulse Pistol 10pts

Up to three Gue’Vesa’La may replace their Lasguns with one

of the following:

- Pulse carbine 2pts per model

- Pulse Rifle 5pts per model

Kais 60pts page

Kais replaces one Shas’ui from one unit of Fire Warriors or replaces a single Pathfinder

WS BS S T W I A Ld Sv

Kais 3 4 3 3 2 3 2 8 4+

Composition Unit Type

- 1 (unique) - Infantry

Special Rules

- Tau - Unswerving Loyalty

- Divine Destiny - Independent Character

Wargear

- Modified Rail Rifle - Target Lock

- Close Combat Weapon - Shas Armour

- EMP Grenades

Devilfish 70pts page

BS Armour

Front Side Rear

Devilfish 3 12 11 10

Composition Unit Type

- 1 Devilfish - Tank, Skimmer

Special Rules Capacity

- Tau - 12 (cannot transport

- Night Vision models in any XV

Armour)

Fire Points Access Points

- 0 - 3

Wargear

- Sponson Gun Drones - Disruption Pod

- Hull-Mounted Burst Cannon

Options

May replace the Hull-Mounted Burst Cannon for

- Fusion Blaster 5pts

- Plasma Rifle 15pts

Options (Continued)

May replace Sponson Gun Drones for

- A pair of Burst Cannons free

- A Smart Missile System 20pts

- Markerlight Array 30pts

- Shield Array 40pts

May also take any of the following

- Targeting Array 5pts

- Multi-Tracker 10pt

- Up to two Seeker Missiles 10pts each

- Target Lock 10pts

- Sensor Spines 15pts

- Ablative Armour 15pts

- Niccassar Pilot 35pts

Troops

Dedicated Transports

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Detachments are bought in the same way as a Dedicated transport, and are listed as an upgrade in the units that can take them.

During Set-up, and in game, Detachments are from there-in treated as a separate unit, and as the same Force Organisation Chart

slot type as the parent unit.

Sniper Drone Team 80pts page WS BS S T W I A Ld Sv

Spotter 2 4 3 3 1 3 1 9 4+

Sniper Drone 2 3 3 3 1 3 1 8 4+

Composition Unit Type

- 1 Spotter - Infantry

- 3 Sniper Drones

Special Rules

- Tau - Stealth

- Infiltrate

Wargear

Spotter

- Pulse Pistol - Defensive Grenades

- Networked Markerlight - Drone controller

- Shas Armour

Sniper Drones

- Rail Rifle - Target Lock

Both

- Stealth Field Generator

Gun Drone Squadron 50pts page WS BS S T W I A Ld Sv

Gun Drone 2 2 3 3 1 4 1 7 4+

Composition Unit Type

- 4 Gun Drones - Jump Infantry

(Jet Pack)

Special Rules

- Deep Strike - Fearless

- Ambush

Wargear

- Twin-linked Pulse Carbines

Options

May add up to 8 Gun Drones for 12pts each

All Gun Drones may replace their Twin-linked Pulse Carbines

with one of the following (all must take the same upgrade)

- Twin-linked Pulse Rifle 5pts per model

- Flamer 10pts per model

Heavy Gun Drone Squadron 80pts page WS BS S T W I A Ld Sv

Heavy Gun

Drone 2 3 3 4 1 4 1 7 4+

Composition Unit Type

- 4 Heavy Gun Drones - Infantry

Special Rules

- Deep Strike - Fearless

- Relentless

Wargear

- Twin-linked Flamers

Options

May add up to 4 Heavy Gun Drones for 16pts each

All Heavy Gun Drones may replace their Twin-linked Flamers

with one of the following (all must take the same upgrade)

- Twin-linked Burst Cannons 2pts per model

- Twin-linked Missile Pods 5pts per model

- Twin-linked Fusion Blasters 15pts per model

- Twin-linked Plasma Rifle 30pts per model

Detachments

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Pathfinder Team 130pts page WS BS S T W I A Ld Sv

Pathfinder 2 4 3 3 1 3 1 9 4+

Composition Unit Type

- 4 Pathfinders - Infantry

Special Rules

- Tau

Wargear

- Pulse Carbine - EMP Grenades

- Markerlight - Shas Armour

Detachments

- The squad may take a single Sniper Drone Team

detachment.

Options

May add up to 4 Pathfinders for 13pts per model

Up to three Pathfinders may replace their Pulse Carbine and

Markerlight with a Rail Rifle and Target Lock for 10pts per

model

Instead of riding in a Devilfish, the squad may ride Jetbikes,

for 10pts per model

A Strike Beacon may be bought for the Devilfish for 20pts

Dedicated Transport

- The squad must take a Devilfish. The cost of the Devilfish

is already included

Piranha Squadron 50pts page

BS Armour

Front Side Rear

Piranha 3 11 10 10

Composition Unit Type

- 1 Piranha - Skimmer, Fast

Special Rules

- Tau - Night Vision

Wargear

- Sponson Gun Drones - Disruption Pod

- Hull-Mounted Burst Cannon

Options

May add up to 4 Piranha for 50pts per model

Options (Continued)

Any Piranha may replace Sponson Gun Drones for

- Markerlight Array 30pts per model

- Shield Array 40pt per model

Any Piranha may replace the Hull-Mounted Burst Cannon for

- Fusion Blaster 5pts per model

Any Piranha may also take any of the following

- Targeting Array 5pts per model

- Up to two Seeker Missiles 10pts each

- Target Lock 10pts per model

- Ablative Armour 15pts per model

Vespid Stingwing Squad 100pts page WS BS S T W I A Ld Sv

Strain Leader 4 4 3 4 1 5 2 9 5+

Stingwing 3 3 3 4 1 5 2 6 5+

Composition Unit Type

- 1 Strain Leader - Jump Infantry

- 3 Stingwings - Jump Infantry

(Jet pack)

Special Rules

- Deep Strike - Skilled flyers

- Fleet

Wargear

Strain Leader

- Communion Helm

All

- Neutron Blaster - Claws

- Exoskeletal Armour

Options

May add up to 7 Stingwings for 15pts per model

Fast Attack

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XV9 Hazard Team 75pts page WS BS S T W I A Ld Sv

XV9 Shas’Vre 3 4 5 5 2 3 2 9 3+

Composition Unit Type

- 1 Shas’Vre - Jump Infantry

(Jet Pack)

Special Rules

- Relentless - Acute Senses

- Deep Strike - Tau

- Hit & Run - Fearless

Wargear

- Two Twin-Linked Burst Cannons

- XV9 Hazard Suit

Options

May add up to 2 Shas’Vre to the unit for 75pts per model

Any member of the squad may take a Drone Controller for

free, but must select up to two Drones from the following

list

- Gun Drone 10pts each

- Shield Drone 15pts each

- Marker Drone 30pts each

Options (Continued)

Any member of the squad may replace each Twin-Linked

Burst Cannon for

- Twin-Linked Fusion Blaster 10pts

- Twin-Linked Ion Blaster 10pts

One member of the squad may replace a single Twin-Linked

Burst Cannon for

- Ion Disruptor 20pts

- Plasma Lance 35pts

- Tank-hunter Rifle 45pts

Any member of the squad may take any of the following:

- Shield Generator 20pts

Detachments

- The squad may take a single detachment.

Ny’Oni Hunters 125pts page WS BS S T W I A Ld Sv

Ui’Kauyon 4 2 4 4 1 5 3 9 4+

La’Kauyon 3 2 4 4 1 5 2 8 4+

Composition Unit Type

- 1 Ui’Kauyon - Cavalry

- 5 La’Kauyon

Special Rules

- Hit & Run - Acute Senses

- Furious Charge - Scouts

Wargear

- Pulse Carbine - Photon Grenades

- Pulse Pistol - Shas Armour

- Close Combat weapon

Detachments

- The squad may take a single Gun Drone Squadron

detachment.

Dedicated Transport

- May take a Devilfish

Options

May add up to 6 La’Kauyon for 18pts per model

Fast Attack

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XV88 Broadside Team 90pts page WS BS S T W I A Ld Sv

Broadside Shas’Vre 3 5 5 4 2 3 2 9 2+

Broadside Shas’Ui 3 4 5 4 2 3 2 8 2+

Composition Unit Type

- 1 Shas’Vre - Infantry

Special Rules

- Acute Senses - Tau

- Slow and Purposeful

Wargear

- Two Flamers - XV88 Battlesuit

- Twin-linked Broadside Railgun

Options

May add up to 2 Shas’Ui for 80pts per model

The Shas’Vre may Replace their Twin-Linked Broadside

Railgun with a tank-Hunter Rifle for 35pts

Any Broadside may replace both Flamers for

- Two Burst Cannons 7pts

- Two Missile Pods 15pts

- Smart Missile System 20pts

- Two Plasma Rifles 25pts

Detachments

- The squad may take any detachment.

Krootox Herd 120pts page

You must have at least one Kroot Kindred Squad (of any Kindred) before you may take a Krootox Herd

WS BS S T W I A Ld Sv

Krootox

Shaper 5 3 5 4 2 5 3 9 6+

Krootox 4 3 6 4 3 3 2 7 6+

Composition Unit Type

- 1 Shaper - Infantry

- 3 Krootox

Special Rules

- Stealth

Wargear

Shaper

- Kroot Rifle - Kroot Pistol

- Kroot Armour - Defensive Grenades

Krootox

- Kroot Gun - Kroot Armour

- Defensive Grenades

Options

May add up to three Krootox for 35pts per model

Hammerhead Gunship 130pts page

BS Armour

Front Side Rear

Hammerhead 4 13 12 10

Composition Unit Type

- 1 Hammerhead Gunship - Tank, Skimmer

Special Rules

- Tau - Night Vision

Wargear

- Sponson Gun Drones - Disruption Pod

- Turret-Mounted Ion Cannon

Options

May replace Ion Cannon for

- Helios Cannon 30pts

- Railgun 35pts

- Plasma Lance 40pts

Options (Continued)

May replace Gun Drones for

- A pair of Burst Cannons free

- A Smart Missile System 20pts

- Markerlight Array 30pts

- Shield Array 40pts

May also take any of the following

- Targeting Array 5pts

- Multi-Tracker 10pt

- Up to two Seeker Missiles 10pts each

- Target Lock 10pts

- Ablative Armour 15pts

- Niccassar Pilot 35pts

Heavy Support

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Sky Ray Gunship 130pts page

BS Armour

Front Side Rear

Sky Ray 3 13 12 10

Composition Unit Type

- 1 Sky Ray - Tank, Skimmer

Special Rules

- Tau - Night Vision

Wargear

- Sponson Gun Drones - Disruption Pod

- Markerlight Array

- Turret-mounted Seeker Missile Rack

Options

May replace Sponson Gun Drones for

- A pair of Burst Cannons free

- A Smart Missile System 20pts

- Shield Array 40pts

Options (continued)

May replace up to three Seeker Missiles with one of the

following:

- EMP Missile 10pts

- Cluster Mines 25pts

- Omega Barrage 50pts

May also take any of the following

- Targeting Array 5pts

- Multi-Tracker 10pt

- Target Lock 10pts

- Ablative Armour 15pt

- Niccassar Pilot 35pts

Heavy Support

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Barracuda Interceptor 190pts page

BS Armour

Front Side Rear

Barracuda 4 11 11 10

Composition Unit Type

- 1 - Fast, Skimmer

Special Rules

- Tau - Night Vision

- Supersonic - Interceptor

- Advanced Targeting

Wargear

- Ion Cannon - Two Burst Cannons

- Two Missile Pods - Markerlight Array

Options

May replace its two Burst Cannons or Two Missile Pods for

one of the following:

- Deathrain Pods 20pts

- Smart Missile System 30pts

May also take any of the following

- Up to four Seeker Missiles 20pts each

- Target Lock 20pts

- Ablative Armour 45pts

Barracuda Bomber 190pts page

BS Armour

Front Side Rear

Barracuda 4 11 11 10

Composition Unit Type

- 1 - Fast, Skimmer

Special Rules

- Tau - Night Vision

- Supersonic - Advanced Targeting

Wargear

- Ion Cannon - Cascade Bomb

- Markerlight Array

Options

Must take up to four missiles, of the following types:

- Seeker Missile 10pts

- EMP Missile 30pts

- Cluster Mines 50pts

- Omega Barrage 75pts

May also take any of the following

- Target Lock 20pts

- Ablative Armour 45pts

Destroyer Gunship 295pts page

BS Armour

Front Side Rear

Destroyer 3(4) 14 13 11

Composition Unit Type

- 1 (unique) - Tank

Special Rules

- Tau - Night Vision

Wargear

- Destroyer Railgun - Shield Array

- Targeting Array - Disruption Pod

- Two Smart Missile Systems

Options

May replace its Destroyer Railgun for one of the following:

- Aurora Cannon 60pts

May also take any of the following

- Multi-Tracker 30pt

- Up to three Seeker Missiles 20pts each

- Target Lock 20pts

- Ablative Armour 45pts

Heavy Support

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Warp-Rift Generator

Treat it as a Close Combat Wound. This means that

models whom only have an Invulnerable save in Close

Combat have some chance to escape the effects. Such

as Dark Eldar Wyches, who have a 4+ Invulnerable save

in close combat.

Designer’s Notes